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# Echoes of the Hometree
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*This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at https://www.daggerheart.com. There are no previous modifications by others.*
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For the Omatikaya, the Hometree was not just a shelter; it was a living history, a massive biological archive of every soul that ever lived beneath its canopy. When the Sky People’s thermal charges brought it down, they didn't just destroy a home - they silenced a thousand generations. Now, the "Echoes" are all that remain: fragmented ancestral memories leaking from the root system and the desperate survivors scattered across the jungle.
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## Classes
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### Naturally Fitting Classes
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These classes align with the Na'vi lifestyle without significant changes:
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**Druid**: This is perhaps the most thematic fit for a Na'vi character. The Wildtouch feature mirrors the Na'vi connection to the forest, and Beastform can be flavored as a spiritual projection or a deep biological communion with Pandora's fauna.
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**Ranger**: Perfectly captures the "hunter" archetype of the Omatikaya. The Ranger's Focus feature represents a hunter's patience, and the focus on Bone and Sage domains matches their survivalist nature.
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**Warrior**: Fits both the Na'vi warriors and RDA security forces. The Combat Training feature, which allows a user to ignore weapon burden, is ideal for a Na'vi wielding massive bows or a human in a specialized suit.
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**Guardian**: Represents the frontline defenders of a Hometree. Their Unstoppable feature mirrors the relentless nature of the Na'vi defending their home.
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**Rogue**: Suits the "Guerilla Warrior" style of Na'vi combat. The Cloaked and Sneak Attack features align with the ambush tactics used in the jungle canopy.
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### Classes Requiring Reflavoring
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These classes have traditional fantasy elements that can be adapted to fit Pandora's "Sci-Fi Fantasy" tone:
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**Bard**: Instead of a traditional performer, a Na'vi Bard would be a Storyteller or Lorekeeper who rallies the tribe. The Rally feature would be a call to Eywa or a chant that heightens the "Bond" between warriors.
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**Seraph**: In this setting, the "god" would be Eywa. A Seraph's Prayer Dice could be interpreted as the guiding hand of the ancestors or the biological network of Pandora providing a surge of adrenaline or healing.
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**Sorcerer**: Rather than inherited arcane bloodlines, a Na'vi Sorcerer might be an individual with a hyper-sensitive Neural Queue. Their Arcane Sense could be a heightened ability to feel the biological electrical signals of the planet.
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**Wizard**: For the Na'vi, this would be a Tsahìk (spiritual leader) who studies the "Strange Patterns" of the world. For the RDA, a Wizard could be a Xenobiologist or Scientist using chemical compounds (potions) and technology (codex) to manipulate the environment.
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## Ancestries
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### Na'vi
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Na'vi are slender, tall humanoid beings with blue, bioluminescent skin and long, prehensile tails. They are easily recognized by their feline facial features, including large golden eyes and mobile, pointed ears. Standing between 9 and 12 feet tall, they possess a lightweight but incredibly strong skeletal structure reinforced with naturally occurring carbon fiber. Their skin is often patterned with stripes or spots that glow in the dark, reflecting their emotional state or environment.
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The most striking feature of a Na'vi is their neural queue, a long braid of hair protecting a bundle of sensitive nerve endings. This "bond" allows them to connect mentally and emotionally with the flora and fauna of their world, as well as the collective memory of their ancestors. Na'vi are deeply attuned to the natural world and often shun mechanical technology in favor of biological harmony. They typically live for about 160 years, maintaining peak physical agility until their final days.
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#### ANCESTRY FEATURES
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**Tsaheylu (The Bond)**: You can use your neural queue to connect with a willing beast or a communal source of nature. When you are bonded to a creature, you can communicate with it telepathically and gain advantage on any Agility or Instinct rolls made while mounted on or working alongside it.
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**Bioluminescent Grace**: Your lithe frame and sensory attunement make you difficult to pin down. You gain a +1 bonus to your Evasion. Additionally, you can mark a Stress to automatically succeed on an Agility Roll made to climb, balance, or reduce falling damage.
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### Dreamwalker (Avatar)
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Dreamwalkers are human pilots operating bio-engineered Na'vi-human hybrid bodies via psionic link. While they possess the height and strength of a Na'vi, their lack of a lifetime of cultural immersion is often offset by their access to human tactical data and scientific training. Their connection to Pandora is a learned skill rather than a birthright, and they must constantly balance their two identities.
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#### ANCESTRY FEATURES
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**Hybrid Vigor**: Your body was engineered for peak performance. Gain an additional Hit Point slot at character creation.
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**Tactical Overlay**: You still have access to filtered human data or specialized training. At character creation, choose one of your Experiences and gain a permanent +1 bonus to it.
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### RDA Defector (Human)
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Defectors are humans who have walked away from the Resources Development Administration to support the Na'vi resistance. They lack the physical stature of the indigenous people and must rely on technology, exoskeletons, or environmental suits to survive. What they lack in height, they make up for in technical expertise, military discipline, and a deep understanding of the enemy’s logistics.
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#### ANCESTRY FEATURES
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**Field Repairs**: You are used to keeping gear running under pressure. During a rest, you can choose an additional downtime move.
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**Hardened Resolve**: You have seen the worst of industrial warfare. When you would mark a Stress, roll a d6. On a result of 6, do not mark it.
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### Resistance Scavenger (Human)
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These are the humans who have lived on Pandora's surface for years, often in the shadow of the fallen Hometree. They are experts at "making do," jury-rigging equipment from RDA scrap and forest resins. They are shorter than the Na'vi but have developed a unique, sturdy resilience to the moon's harsh atmosphere.
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#### ANCESTRY FEATURES
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**Sturdy Frame**: Your body has adapted to heavy labor and high-gravity environments. When you take Minor damage, you can mark 2 Stress instead of marking a Hit Point.
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**Resourceful**: When you take a short rest, you can choose a long rest move instead of a short rest move.
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## Na'vi Communities
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### Omatikayaborne (Jungle-Dwelling)
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Being part of an Omatikayaborne community means you hail from the deep rainforests, likely living within a massive Hometree. These communities are defined by their vertical lifestyle and intense spiritual connection to the forest canopy. They prioritize sustainability and live in harmony with the local fauna, often training from a young age to navigate the dizzying heights of the jungle. Omatikayaborne are master weavers and hunters, utilizing the natural curves of the flora to create both their homes and their tools.
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*Omatikayaborne are often hardy, loyal, nurturing, reclusive, sagacious, and vibrant.*
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#### COMMUNITY FEATURES
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**Canopy Stalker**: You are a master of the vertical hunt. You have advantage on rolls to move silently through forest environments and on Agility Rolls made to climb or balance on narrow branches.
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### Metkayinaborne (Reef-Dwelling)
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Being part of a Metkayinaborne community means you lived on the shores of a vast ocean or within a village built among the roots of mangrove-like trees. These communities are physically and culturally built around the water, with a deep respect for the creatures of the deep. They are born with slightly different physical traits, such as broader tails for swimming, and they train from birth to hold their breath for extended periods. Their culture revolves around the tides and the migratory patterns of marine life.
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*Metkayinaborne are often candid, cooperative, exuberant, fierce, resolute, and weathered.*
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#### COMMUNITY FEATURES
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**Way of Water**: You can sense the ebb and flow of the world around you. When you roll with Fear, place a token on your community card (up to your level). Before you make an action roll, you can spend any number of these tokens to gain a +1 bonus to the roll for each token spent.
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### Olangiborne (Plains-Dwelling)
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Being part of an Olangiborne community means you lived as a nomad across vast, open grasslands. Unlike tribes tied to a specific Hometree or reef, the Olangi are defined by their traveling lifestyle and their bond with their mounts. Because of their frequent migration, they place less value on permanent structures and instead prioritize the acquisition of skills and the strength of their social connections. They are renowned for their cavalry and their unwavering loyalty to their pack.
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*Olangiborne are often inscrutable, magnanimous, mirthful, reliable, savvy, and unorthodox.*
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#### COMMUNITY FEATURES
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**Nomadic Saddlebag**: Add a Nomad’s Satchel to your inventory. Once per session, you can spend a Hope to reach into this satchel and pull out a mundane survival tool or herbal remedy useful to your current situation. Work with the GM to determine the item.
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## Example Experiences
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### Na'vi Specific
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- Iknimaya Initiate
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- Dreamwalker Liaison
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- Tree-Singer
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- Shadow of the Canopy
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- Reef-Talker
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- Saboteur of Steel
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- Scavenger of the Ash
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- Beast-Bonder
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- Exiled Scout
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- Tactical Guerilla
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### Human Specific
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- Xenobiologist
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- AMP Pilot
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- Corporate Negotiator
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## Special Creatures
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### Ikran (Mountain Banshee)
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The Ikran is a large, four-winged aerial predator native to the floating mountains. They are known for their vibrant, patterned skin and their deep, neural bond with a single Na'vi rider. Unlike other creatures, an Ikran will only bond with one individual in its lifetime, making the choice of a mount a sacred and dangerous rite of passage. In combat, they are devastating strikers, using their speed and sharp talons to harass foes from the sky.
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#### CREATURE FEATURES
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**Aerial Predator**: The Ikran can fly. While you are mounted on an Ikran, you gain a +2 bonus to your Evasion against ground-based melee attacks.
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**Piercing Shriek**: Once per short rest, the Ikran can let out a deafening cry. All adversaries within Close range must make an Instinct Roll (13) or be Hindered on their next action roll.
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**Dive Attack**: When you move from Far range to Melee range while flying, you can mark a Stress to deal an additional 1d10 physical damage on a successful attack.
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### Pa'li (Direhorse)
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The Pa'li is a six-legged, nectar-feeding herbivore that serves as the primary ground mount for many tribes. They are incredibly fast and agile, capable of navigating dense jungle undergrowth or sprinting across open plains with equal ease. Because they possess two neural antennae, they can be ridden by many different Na'vi, making them the backbone of tribal movement and large-scale cavalry charges.
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#### CREATURE FEATURES
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**Hexapedal Swiftness**: The Pa'li is exceptionally stable. You have advantage on any rolls made to stay mounted or navigate difficult terrain (such as mud, fallen logs, or steep inclines) while riding.
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**Skittish Reflexes**: When an adversary makes a successful attack against you while you are mounted, you can mark a Stress to force them to reroll their damage dice and take the lower result.
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**Cavalry Charge**: If you move at least Very Close range toward a target before attacking, you can deal an extra 1d6 physical damage. On a success, you may also choose to knock the target Prone.
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## Adversaries
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### Tier 1
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#### Viperwolf Stalker
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Tier 1 Skulk. A six-legged, obsidian-skinned predator that hunts in highly coordinated packs.
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Motives & Tactics: Ambush, circle prey, howl, pack strike
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Difficulty: 12 | Thresholds: 5/9 | HP: 4 | Stress: 3
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ATK: +2 | Leaping Bite: Melee | 1d6+2 phy
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Experience: Arboreal Agility +3
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##### FEATURES
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**Pack Coordination - Passive**: If the Viperwolf makes a successful standard attack and another Viperwolf is within Melee range of the target, deal 1d6+5 physical damage instead of their standard damage and you gain a Fear.
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**Neural Hiss - Action**: Mark a Stress to let out a coordinated hiss that vibrates the neural queues of nearby Na'vi. On a success against a target within Close range, deal 3d4+10 direct physical damage and make them Vulnerable until they clear at least 1 HP.
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#### RDA Security Guard
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Tier 1 Standard. A corporate soldier equipped with specialized gear and an aggressive expansionist mindset.
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Motives & Tactics: Enforce perimeter, extract resources, suppress, use tech
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Difficulty: 12 | Thresholds: 8/14 | HP: 5 | Stress: 3
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ATK: +1 | Assault Rifle: Far | 1d8+1 phy
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Experience: Tactical Training +2
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##### FEATURES
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**Exo-Suited - Passive**: The Guard can traverse rugged jungle terrain or climb steep cliffs just as easily as they run on flat ground.
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**Suppressive Fire - Passive**: When the Guard succeeds on a standard attack from an elevated position or fortified cover, they deal 1d10+1 physical damage instead of their standard damage.
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#### Stingbat Swarm
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Tier 1 Minion. Small, bioluminescent aerial scavengers that overwhelm targets through sheer numbers.
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Motives & Tactics: Distract, harass, swarm, swoop
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Difficulty: 14 | Thresholds: None | HP: 1 | Stress: 1
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ATK: +0 | Talons: Melee | 8 phy
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##### FEATURES
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**Swarm (6) - Passive**: The Stingbat is defeated when they take any damage. For every 6 damage a PC deals to the swarm, defeat an additional Minion within range.
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**Diving Strike - Action**: Spend a Fear to choose a target and spotlight all Stingbats within Close range. Those Minions move into Melee range and make one shared attack roll. On a success, they deal 8 physical damage each; combine this damage.
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#### Hammerhead Titanothere (Juvenile)
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Tier 1 Bruiser. A massive, six-legged herbivore with a shovel-like head used for defense and display.
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Motives & Tactics: Charge, display crest, intimidate, trample
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Difficulty: 10 | Thresholds: 8/14 | HP: 7 | Stress: 3
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ATK: +2 | Hammer Smash: Close | 1d8+3 phy
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Experience: Massive +3
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##### FEATURES
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**Bellowing Charge - Action**: The Titanothere slams its head into the ground or a target, knocking all targets within Very Close range back to Far range. Each target knocked back must mark a Stress.
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**Headbutt and Toss - Action**: Make an attack against a target within Close range. On a success, spend a Fear to toss them into Melee range of a different adversary, deal 1d6+2 physical damage, and make them Vulnerable until the Titanothere takes Severe damage.
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#### Hellfire Wasp
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Tier 1 Solo. A large, aggressive insect with dual-winged flight and a potent chemical sting.
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Motives & Tactics: Dart, inject toxin, retreat, sting
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Difficulty: 14 | Thresholds: 8/15 | HP: 8 | Stress: 3
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ATK: +3 | Serrated Stinger: Very Close | 1d12+2 phy
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Experience: Compound Vision +2
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##### FEATURES
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**Relentless (3) - Passive**: The Wasp can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
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**Chemical Spray - Action**: Mark a Stress to have the Wasp spray a caustic irritant. All creatures within Very Close range must succeed on an Agility Reaction Roll or be blinded and Vulnerable until they next act.
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**Neurotoxic Sting - Action**: Make an attack against a target within Close range. On a success, the target takes 2d6 physical damage and must mark an Armor Slot without receiving its benefits. If they cannot mark an Armor Slot, they mark an additional HP and you gain a Fear.
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#### RDA Resource Scout
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Tier 1 Standard. A surveyor equipped with scanning tech and light sidearms, focused on locating Unobtainium deposits.
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Motives & Tactics: Identify targets, call for backup, survey terrain, retreat
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Difficulty: 12 | Thresholds: 8/14 | HP: 5 | Stress: 3
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ATK: +1 | Pistol: Close | 1d8+1 phy
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Experience: Surveyor +2
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##### FEATURES
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**Topographical Data - Passive**: The Scout can traverse rugged terrain or climb just as easily as they run.
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**Targeting Laser - Passive**: When the Scout succeeds on an attack from an elevated position, they deal 1d10+1 physical damage instead of their standard damage.
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#### Forest Medusa
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Tier 1 Skulk. A floating, translucent jellyfish-like creature that drifts through the canopy with stinging tentacles.
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Motives & Tactics: Drift, paralyze, hover
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Difficulty: 12 | Thresholds: 5/9 | HP: 4 | Stress: 3
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ATK: +2 | Stinging Tendrils: Melee | 1d6+2 phy
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Experience: Silent Drifter +3
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##### FEATURES
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**Bio-Electric Shock - Passive**: If the Medusa hits a target and another Medusa is within Melee range, deal 1d6+5 physical damage and gain a Fear.
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**Numbing Toxin - Action**: Mark a Stress to make a target within Melee range Vulnerable until they clear 1 HP.
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#### Tapirus (Sling-Tail)
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Tier 1 Bruiser. A pig-like herbivore that uses its powerful, prehensile tail to whip attackers.
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Motives & Tactics: Forage, defensive whip, flee
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Difficulty: 10 | Thresholds: 8/14 | HP: 7 | Stress: 3
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ATK: +2 | Tail Whip: Close | 1d8+3 phy
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Experience: Low Center of Gravity +3
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##### FEATURES
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**Tail Sweep - Action**: Slam the ground, knocking all targets within Very Close range back to Far range.
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**Grasping Tail - Action**: On a successful attack, spend a Fear to pull a target into Melee range and Restrain them.
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#### Prolemuris
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Tier 1 Skulk. Chattering, four-armed arboreal primates that throw heavy fruit or debris at intruders.
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Motives & Tactics: Distract, climb, mimic, irritate
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Difficulty: 14 | Thresholds: 9/18 | HP: 5 | Stress: 3
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ATK: +2 | Thump-Fruit: Close | 2d6+3 phy
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Experience: Acrobat +3
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##### FEATURES
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**Taunting Chatter - Passive**: If the Prolemuris attacks a target Entranced by its erratic movements, deal 2d10+1 damage.
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||||||
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**Chaos Display - Action**: Spend a Fear to force all targets within Close range to make an Instinct Reaction Roll or become Vulnerable.
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||||||
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||||||
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#### Anemonid Spore Swarm
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||||||
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Tier 1 Minion. Tiny, drifting plant-animal hybrids that explode in a puff of toxic spores when disturbed.
|
||||||
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|
||||||
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Motives & Tactics: Float, drift, cloud, puff
|
||||||
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Difficulty: 14 | Thresholds: None | HP: 1 | Stress: 1
|
||||||
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ATK: +0 | Spore Cloud: Melee | 8 phy
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||||||
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##### FEATURES
|
||||||
|
**Minion (6) - Passive**: Defeated when they take any damage.
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||||||
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||||||
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**Sudden Burst - Action**: Spend a Fear to have all Minions within Close range make a shared attack; combine the damage.
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||||||
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||||||
|
### Tier 2
|
||||||
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|
||||||
|
#### Mountain Banshee (Wild Ikran)
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||||||
|
Tier 2 Solo. An unbonded, highly aggressive aerial predator defending its nesting site.
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||||||
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|
||||||
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Motives & Tactics: Dive, screech, snatch, reposition
|
||||||
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Difficulty: 14 | Thresholds: 8/15 | HP: 8 | Stress: 3
|
||||||
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ATK: +3 | Talons: Very Close | 1d12+2 phy
|
||||||
|
Experience: Sky Hunter +2
|
||||||
|
|
||||||
|
##### FEATURES
|
||||||
|
**Relentless (3) - Passive**: The Ikran can be spotlighted up to three times per GM turn.
|
||||||
|
|
||||||
|
**Screeching Dive - Action**: Mark a Stress to burst from the sky; targets within Very Close range must succeed on an Agility Reaction Roll or be knocked over and Vulnerable.
|
||||||
|
|
||||||
|
**Snatch and Drop - Action**: On a successful attack against a target within Close range, deal 2d6 physical damage and the target must mark an Armor Slot.
|
||||||
|
|
||||||
|
#### RDA AMP Suit (Mk II)
|
||||||
|
Tier 2 Bruiser. A hydraulic-powered mechanical exoskeleton with a massive 30mm autocannon.
|
||||||
|
|
||||||
|
Motives & Tactics: Crush, suppress, stomp, march
|
||||||
|
Difficulty: 14 | Thresholds: 12/22 | HP: 9 | Stress: 4
|
||||||
|
ATK: +4 | Hydraulic Fist: Close | 2d8+5 phy
|
||||||
|
Experience: Armored Bulk +3
|
||||||
|
|
||||||
|
##### FEATURES
|
||||||
|
**Ground Slam - Action**: Slam the cockpit or feet down, knocking all targets within Very Close range back and forcing a Stress mark.
|
||||||
|
|
||||||
|
**Grapple Claw - Action**: Spend a Fear to pull a target into Melee range and Restrain them until the Suit takes Severe damage.
|
||||||
|
|
||||||
|
#### Sturmbeest Alpha
|
||||||
|
Tier 2 Skulk. A massive, buffalo-like creature with a protective horn-crest, leading a stampede.
|
||||||
|
|
||||||
|
Motives & Tactics: Protect herd, charge, trample
|
||||||
|
Difficulty: 15 | Thresholds: 12/24 | HP: 8 | Stress: 4
|
||||||
|
ATK: +3 | Horn Gore: Melee | 2d10+4 phy
|
||||||
|
Experience: Herd Leader +3
|
||||||
|
|
||||||
|
##### FEATURES
|
||||||
|
**Stampede Support - Passive**: If the Alpha attacks and a herd mate is within Melee range, deal extra damage and gain a Fear.
|
||||||
|
|
||||||
|
**Thundering Gallop - Action**: Mark a Stress to move through a target's space; the target takes 3d6+10 direct physical damage and is Vulnerable.
|
||||||
|
|
||||||
|
#### Reef-Stingray (Akula)
|
||||||
|
Tier 2 Skulk. A coastal predator that camouflages itself in the sand before striking from below.
|
||||||
|
|
||||||
|
Motives & Tactics: Bury, ambush, tail strike
|
||||||
|
Difficulty: 15 | Thresholds: 15/30 | HP: 7 | Stress: 4
|
||||||
|
ATK: +3 | Stinger: Melee | 3d8+1 mag
|
||||||
|
Experience: Sand-Camouflage +3
|
||||||
|
|
||||||
|
##### FEATURES
|
||||||
|
**Pounce from Sand - Passive**: If the Akula strikes while hidden, the target must mark an Armor Slot.
|
||||||
|
|
||||||
|
**Drag Under - Action**: On a successful hit, the Akula Envelops the target, forcing 2 Stress.
|
||||||
|
|
||||||
|
|
||||||
|
## Weapons
|
||||||
|
|
||||||
|
### Tier 1
|
||||||
|
|
||||||
|
#### Dragon-Bone Longbow
|
||||||
|
Tier 1 Primary Physical Weapon
|
||||||
|
Trait: Finesse
|
||||||
|
Range: Far
|
||||||
|
Damage: d8+1 phy
|
||||||
|
Burden: Two-Handed
|
||||||
|
|
||||||
|
##### FEATURES
|
||||||
|
**Powerful Draw**: On a successful attack, you can mark a Stress to add your Proficiency to the damage.
|
||||||
|
|
||||||
|
#### Obsidian Spear
|
||||||
|
Tier 1 Primary Physical Weapon
|
||||||
|
Trait: Agility
|
||||||
|
Range: Very Close
|
||||||
|
Damage: d10+3 phy
|
||||||
|
Burden: Two-Handed
|
||||||
|
|
||||||
|
##### FEATURES
|
||||||
|
**Reach**: You can make Melee attacks against targets at Very Close range.
|
||||||
|
|
||||||
|
#### Resin-Cured Club
|
||||||
|
Tier 1 Primary Physical Weapon
|
||||||
|
Trait: Strength
|
||||||
|
Range: Melee
|
||||||
|
Damage: d10+3 phy
|
||||||
|
Burden: Two-Handed
|
||||||
|
|
||||||
|
##### FEATURES
|
||||||
|
**Crushing**: On a successful attack, the target is Hindered on their next physical action roll.
|
||||||
|
*Hindered: the Target has disadvantage on the described action.*
|
||||||
|
|
||||||
|
#### Nerve-Bundle Staff
|
||||||
|
Tier 1 Primary Magical Weapon
|
||||||
|
Trait: Instinct
|
||||||
|
Range: Very Close
|
||||||
|
Damage: d10 mag
|
||||||
|
Burden: One-Handed
|
||||||
|
|
||||||
|
##### FEATURES
|
||||||
|
**Neural Feedback**: When your attack roll is a success with Hope, the target must mark a Stress.
|
||||||
|
|
||||||
|
#### Tooth-Edged Dagger
|
||||||
|
Tier 1 Primary Physical Weapon
|
||||||
|
Trait: Finesse
|
||||||
|
Range: Melee
|
||||||
|
Damage: d8+1 phy
|
||||||
|
Burden: One-Handed
|
||||||
|
|
||||||
|
##### FEATURES
|
||||||
|
**Serrated**: If you deal Severe damage, the target is Vulnerable until they clear at least 1 HP.
|
||||||
|
|
||||||
|
|
||||||
|
## Armor
|
||||||
|
|
||||||
|
### Tier 1
|
||||||
|
|
||||||
|
#### Woven Fiber Tunic
|
||||||
|
Tier 1 Armor
|
||||||
|
Base Thresholds: 5 / 11
|
||||||
|
Base Score: 3
|
||||||
|
|
||||||
|
##### FEATURES
|
||||||
|
**Flexible**: +1 to Evasion
|
||||||
|
|
||||||
|
#### Reinforced Leather Harness
|
||||||
|
Tier 1 Armor
|
||||||
|
Base Thresholds: 6 / 13
|
||||||
|
Base Score: 3
|
||||||
|
|
||||||
|
#### Heavy Bone Lamellar
|
||||||
|
Tier 1 Armor
|
||||||
|
Base Thresholds: 7 / 15
|
||||||
|
Base Score: 4
|
||||||
|
##### FEATURES
|
||||||
|
**Heavy**: -1 to Evasion
|
||||||
|
|
||||||
|
#### Ceramic Tactical Vest (RDA)
|
||||||
|
Tier 1 Armor
|
||||||
|
Base Thresholds: 8 / 17
|
||||||
|
Base Score: 4
|
||||||
|
|
||||||
|
##### FEATURES
|
||||||
|
**Very Heavy**: -2 to Evasion; -1 to Agility
|
||||||
|
|
||||||
|
|
||||||
|
## Environments
|
||||||
|
|
||||||
|
### Tier 1
|
||||||
|
|
||||||
|
#### The Ashen Grove
|
||||||
|
Tier 1 Exploration. The scorched, soot-covered remains of the Hometree's base, now a wasteland of gray timber and fading bioluminescence.
|
||||||
|
|
||||||
|
Impulses: Reveal the tragedy of the past, hide dangers in the soot, pulse with dying magic
|
||||||
|
Difficulty: 12
|
||||||
|
Potential Adversaries: Beasts (Viperwolf Stalker), RDA Forces (Resource Scout, Security Guard)
|
||||||
|
|
||||||
|
##### FEATURES
|
||||||
|
**Flickering Echoes - Passive**: The ground here is saturated with the memories of the fallen. A PC can make an Instinct Roll while touching the roots to "see" the grove as it once was. On a success with Hope, learn all three details. On a success with Fear, learn two. On a failure, mark a Stress to learn one and gain advantage on the next action roll to navigate the soot.
|
||||||
|
|
||||||
|
- A shimmering trail shows the path the clan's children took to escape the fire.
|
||||||
|
- The charred remains of a weapon rack contain a still-functional Obsidian Spear.
|
||||||
|
- A faint song leads to a hidden hollow where the Heart-Seed lies protected by a dying root-barrier.
|
||||||
|
|
||||||
|
**Soot Blindness - Action**: Spend a Fear to kick up a cloud of caustic ash. All PCs within Close range must succeed on an Agility Reaction Roll or be Vulnerable until they spend an action to clear their eyes.
|
||||||
|
|
||||||
|
**The Vanguard Arrives - Reaction**: When the PCs find a significant relic, an RDA Resource Scout and two Security Guards appear within Far range, alerted by thermal pings.
|
||||||
|
|
||||||
|
#### Outpost Victor (Perimeter)
|
||||||
|
Tier 1 Social/Exploration. A hastily constructed RDA mining camp on the edge of the sacred grounds, filled with heavy machinery and weary contractors.
|
||||||
|
|
||||||
|
Impulses: Exploit the land, guard the perimeter, offer "civilized" comforts at a steep price
|
||||||
|
Difficulty: 12
|
||||||
|
Potential Adversaries: RDA Forces (Security Guard, Resource Scout), Jagged Knife Bandit (reflavored as Rogue Contractors)
|
||||||
|
|
||||||
|
##### FEATURES
|
||||||
|
|
||||||
|
**Corporate Scuttlebutt - Passive**: Information travels fast among the disgruntled workers. A PC can make a Presence Roll to eavesdrop on RDA comms or worker gossip.
|
||||||
|
|
||||||
|
- Critical Success: Learn the patrol schedule and the exact location of the AMP Suit hangars.
|
||||||
|
- Success with Hope: Learn about a supply shipment arriving soon and one guard's weakness (e.g., they sleep on watch).
|
||||||
|
- Any Failure: The PC is spotted as an intruder; mark a Stress to learn one piece of intel before fleeing.
|
||||||
|
|
||||||
|
**Industrial Leak - Action**: A pressurized fuel line or chemical vat ruptures. All targets within Very Close range must succeed on an Agility Reaction Roll or take 1d8+3 physical damage and mark an Armor Slot without receiving its benefits.
|
||||||
|
|
||||||
|
**Security Lockdown - Reaction**: On a result with Fear, the outpost lights flare to life and sirens wail. All PCs currently attempting to hide have disadvantage on their next roll as Security Guards begin a sweep.
|
||||||
|
|
||||||
|
|
||||||
|
### Tier 2
|
||||||
|
|
||||||
|
#### The Sky-Floating Peaks
|
||||||
|
Tier 2 Traversal. Gravity-defying islands of rock connected by massive vines, where the air is thin and the winds are unpredictable.
|
||||||
|
|
||||||
|
Impulses: Test the rider's bond, reveal ancient nesting grounds, punish the clumsy
|
||||||
|
Difficulty: 15
|
||||||
|
Potential Adversaries: Beasts (Wild Ikran, Giant Eagle), Chaos Skull (reflavored as a lingering magical storm)
|
||||||
|
|
||||||
|
##### FEATURES
|
||||||
|
|
||||||
|
**Magnetic Flux - Passive**: The floating rocks interfere with technology and senses. A PC with the Tsaheylu feature identifies these as surges in Pandora's neural network. A successful Knowledge Roll allows a PC to use these surges to hide their presence from electronic scans, granting advantage on rolls to remain Cloaked.
|
||||||
|
|
||||||
|
**Vortex Winds - Action**: Spend a Fear to trigger a sudden updraft. All PCs not mounted or secured must succeed on a Strength Reaction Roll or be pushed to a Far height, taking 2d20 physical damage if they collide with a rock face.
|
||||||
|
|
||||||
|
**Banshee Nest - Reaction**: When the PCs enter the higher switchbacks, two Wild Ikrans appear at Very Far range, screeching to defend their territory.
|
||||||
|
|
||||||
|
**Thin Air - Reaction**: Countdown (Loop 4): Activate the countdown as the PCs ascend. When it triggers, all characters must succeed on a Strength Reaction Roll or mark a Stress from exhaustion. Na'vi characters or those with specialized breathing gear gain advantage on this roll.
|
||||||
|
|
||||||
|
#### The Great Ikran Hunt
|
||||||
|
|
||||||
|
Tier 2 Event. A sacred and perilous rite of passage where Na'vi hunters ascend the floating mountains to claim a life-long bond with a mountain banshee.
|
||||||
|
|
||||||
|
Impulses: Test the hunter's resolve, demand a show of dominance, forge a neural connection.
|
||||||
|
Difficulty: 15
|
||||||
|
Potential Adversaries: Wild Ikran, Stingbat Swarm.
|
||||||
|
|
||||||
|
##### FEATURES
|
||||||
|
|
||||||
|
**Rites of Iknimaya - Passive**: The ascent is as much a test of spirit as it is of skill. A PC must make an Agility or Instinct Roll to navigate the narrowing stone arches and slick vines. On a success with Hope, the PC finds the "calling song" of a specific Ikran, gaining advantage on their first attempt to initiate Tsaheylu. On a failure, the PC must mark a Stress as they nearly slip into the abyss below.
|
||||||
|
|
||||||
|
**Testing the Bond - Action**: Once a hunter chooses an Ikran, the creature defends itself to test the rider's worth. The Ikran makes a Piercing Shriek; all PCs within Close range must succeed on an Instinct Reaction Roll or be Hindered on their next action roll. How does the Ikran’s shriek echo off the floating rocks? Do you stand your ground or flinch from the sound?
|
||||||
|
|
||||||
|
**The Dangerous Leap - Action**: Spend a Fear to force a PC to make an Agility Reaction Roll as the Ikran they are pursuing dives off a cliff. On a failure, the PC takes 2d20 physical damage from a rough tumble and is Vulnerable until they act. On a success, the PC manages to land on the Ikran’s back but must immediately make a roll to establish the bond.
|
||||||
|
|
||||||
|
**A Storm of Stingbats - Reaction**: When a PC successfully initiates Tsaheylu, the commotion attracts a Stingbat Swarm looking for an easy meal. Use the "Diving Strike" action to spotlight the swarm as they harass the newly bonded pair. How does your new mount react to the swarm? Do you take flight immediately or fight them off from the ledge?
|
||||||
|
|
||||||
|
**She Chose You - Reaction**: When a PC succeeds on a roll with Hope to bond with an Ikran, they can spend 2 Hope to immediately perform a mounted action, even if they have already acted this turn. What is the first sensation you feel through the neural queue? How does the world look different through the eyes of your mount?
|
||||||
23
README.md
Normal file
23
README.md
Normal file
|
|
@ -0,0 +1,23 @@
|
||||||
|
# Echoes of the Hometree
|
||||||
|
|
||||||
|
Welcome to **Echoes of the Hometree**, a Daggerheart Campaign Frame inspired by the universe of Avatar.
|
||||||
|
|
||||||
|
This project adapts the rich world of Pandora, the Na'vi, and the RDA for your TTRPG campaigns. It features class flavours, ancestries, communities, creatures, adversaries, and equipment designed to bring the Sci-Fi Fantasy tone of the setting to life.
|
||||||
|
|
||||||
|
**Please note, that this is a work in progress.**
|
||||||
|
|
||||||
|
## Contents
|
||||||
|
|
||||||
|
- **Classes**: Thematic classes that align with the Na'vi lifestyle (e.g., Druids, Rangers, Warriors) and reflavoring guidelines for traditional fantasy classes (e.g., Bards as Lorekeepers, Wizards as the Tsahìk).
|
||||||
|
- **Ancestries**: Playable Na'vi traits, including *Tsaheylu (The Bond)* and *Bioluminescent Grace*.
|
||||||
|
- **Communities**: Mechanics for different Na'vi cultures, such as the jungle-dwelling Omatikayaborne, reef-dwelling Metkayinaborne, and plains-dwelling Olangiborne.
|
||||||
|
- **Special Creatures**: Rules for bonding with and riding iconic Pandoran mounts like the Ikran (Mountain Banshee) and Pa'li (Direhorse).
|
||||||
|
- **Adversaries**: A diverse bestiary ranging from Pandora's dangerous wildlife (Viperwolves, Stingbat Swarms, wild Banshees) to the militaristic RDA (Security Guards, Resource Scouts, AMP Suits).
|
||||||
|
- **Weapons & Armor**: Custom equipment cards, from authentic Na'vi weaponry like the Dragon-Bone Longbow to RDA Ceramic Tactical Vests.
|
||||||
|
|
||||||
|
## Getting Started
|
||||||
|
|
||||||
|
To get started, read through the core setting document: [`Echoes of the Hometree.md`](./Echoes%20of%20the%20Hometree.md) for all the lore, rules, and stat blocks needed to run your games.
|
||||||
|
|
||||||
|
|
||||||
|
This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at https://www.daggerheart.com. There are no previous modifications by others.
|
||||||
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